コード例 #1
0
ファイル: DotaSignon.cs プロジェクト: vhsoaresr/Dota2
 /// <summary>
 ///     Initialize the signon handler.
 /// </summary>
 /// <param name="state"></param>
 /// <param name="connection"></param>
 public DotaSignon(DotaGameState state, DotaGameConnection connection, DOTAConnectDetails details)
 {
     this.state = state;
     this.details = details;
     this.connection = connection;
     entityUpdater = new EntityUpdater(state);
     sendTableFlattener = new SendTableFlattener();
     stringTableUpdater = new StringTableUpdater();
 }
コード例 #2
0
ファイル: DotaGameSession.cs プロジェクト: vhsoaresr/Dota2
 /// <summary>
 ///     Init a new game connect session.
 /// </summary>
 /// <param name="deets"></param>
 /// <param name="toArray"></param>
 /// <param name="poolBuilder">Pool builder</param>
 internal DotaGameSession(DOTAConnectDetails deets, IDotaGameController[] controllers, DotaEntityPool.Builder poolBuilder)
 {
     _details = deets;
     Running = false;
     _gameState = new DotaGameState(deets);
     _gameState.EntityPool = poolBuilder.Build(_gameState);
     _connection = null;
     Controllers = controllers;
 }
コード例 #3
0
ファイル: DotaHandshake.cs プロジェクト: vhsoaresr/Dota2
 public DotaHandshake(
     DOTAConnectDetails details,
     DotaGameState state,
     DotaGameConnection connection)
 {
     this.details = details;
     this.connection = connection;
     this.state = state;
     client_challenge = (uint) new Random().Next();
 }
コード例 #4
0
ファイル: DotaGameState.cs プロジェクト: vhsoaresr/Dota2
        /// <summary>
        ///     Instantiates a new game state.
        /// </summary>
        /// <param name="details">Details</param>
        /// <param name="pool">Entity pool</param>
        internal DotaGameState(DOTAConnectDetails details)
        {
            _details = details;

            CVars = new Dictionary<string, string>();
            Strings = new List<StringTable>();
            StringsIndex = new Dictionary<string, int>();
            Classes = new List<EntityClass>();
            ClassesByName = new Dictionary<string, EntityClass>();
            SendTables = new List<SendTable>();
            FlatTables = new List<FlatTable>();
            Properties = new Dictionary<PropertyHandle, Property>();
            Slots = new Dictionary<uint, Slot>();

            Created = new List<uint>();
            Deleted = new List<uint>();

            ChatMessages = new List<CUserMsg_SayText2>();
            GameEvents = new List<CSVCMsg_GameEvent>();
            ChatEvents = new List<CDOTAUserMsg_ChatEvent>();

            Reset();
        }